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[MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation
#1
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Neon Deepwater Research Facility

(this overall picture is out of date)
[Image: a888c2af-785e-4425-96c7-35786f99d772]
[Image: 1864a73f-a731-473c-b244-5d2d9bae1a6f]

During the Manta expedition NT discovered a section of Abzu's ocean that contained large coral reefs made out of plasma. While surveying the area they also discovered the local fauna was experiencing mutations due to the plasma in the water. Growing larger than expected, gaining unique abilities, and increased aggression. NT established the Neon Deepwater Research Facility to research the plasma coral reefs, experiment on the effects of plasma on the local fauna and discover the source of the plasma in the ocean.

The existence of megafauna in the area was not disclosed to the crew to keep panic down, but occasionally they're seen passing overhead…dangerously close to the station.


Map features
- Intended for lower pops. 10-30 range. Replace Atlas as the small lowpop map
- Plentiful maint and crime spots for the small size
- Also messy maint and bathrooms. Give janitors something to do at roundstart until other messes start appearing naturally.
- Central cafeteria/bar
- Research outpost, which is public access, for crime
- Plasma coral reefs. Plasma coral itself is made of plasmastone when cut up. Plasma coral only exists in the plasma coral reef.
[Image: b688fc3a-afe4-4718-9704-469d3c29f368]
- Large aggressive jellyfish inside of the plasmacoral reef
Large jellies have a unique bioeffect that causes them to metabolize solid/liquid plasma into electricity which can be collected by geneticists and given to humans
- Bottom portion of map is designed to be high density player area, with upper portions of map set up to be visited less
- Utilizes ocean currents as a secondary power source.
Currents are easy to set up and similar in effect to solars. Require minimal intervention after setting up and generate small, but more consistent, amounts of power
[Image: 4608552c-5f04-495f-8c49-4659ed8f3e75]
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- Currents also contain random debris and bubbles of gas.
- Bioluminescent algae grows on some of the outside walls.
- Gas vents generate around the map (more commonly in the plasma reefs) which spawn bubbles of a random gas per vent.
- All gas vented underwater now becomes bubbles. This a little experimental and subject to being hit with the performance mallet.
- Big parallax sea creature shadows occasionally cross overhead
Applies a temporary eldritch madness antag status for some crew, given a common objective, timer reduced by haloperidol.
Spooky sound effects stolen from whales
[Image: c2aa2559-ac66-4d72-88ed-16f13adabfa7]

Why's this needed?
Atlas as a lowpop map barely functions when there's 20+ players on it. While it now has the terrainify random chance there's nothing else unique about it. Atlas is very hard to play almost any antagonist role on due to the small size and tiny amounts of maintenance. Neon has lots of maint and plenty of crime rooms. Many departments on Neon also have privacy blinds.

Credits:
Audio credits for the megafauna event:
https://pixabay.com/sound-effects/monste...ep-162883/
https://pixabay.com/sound-effects/horror...er-189948/
https://pixabay.com/sound-effects/horror...th-189934/
https://pixabay.com/sound-effects/creepy...ng-323612/
https://pixabay.com/sound-effects/haunti...ng-323611/
https://pixabay.com/sound-effects/alarm-301729/

Changelog



Code:
changelog
(u)Sord, Leah, Jan + seamonsters by Thrush
(*)Added a new underwater map, Neon. Neon replaces Atlas as the lowpop map (Max votable playercount 30).
(*)Neon is built within a strange reef where the coral is made of plasma. The plasma has been having strange effects on the wildlife.
(*)All gas vented underwater now becomes bubbles. Bubbles eventually "pop" and dissipate. Large bubbles can be breathed from. Bubbles can be captured using portable pumps or air scrubbers.
(*)Neon comes with a new unique rare antag type, the "Broken", which can spawn via a random event.
(*)Neon features a new solars-like power generation method, the current driven Turbine. Wrench turbine shafts and use one of the four turbines located around maintenance to find the sweet spot in the current to generate the small amounts of power.
(+)There are unique mobs located within the plasma coral reefs which contain a new genetic mutation.
(+)Currents outside the north and south side of the station can be counteracted with a jetpack or magboots.
(+)Any non antagonists, regardless of mindhack protection implants or traits, can become "Broken"
(+)To opt into becoming the "Broken" you can enable "Other Foes" in your character preferences.
(+)All "Broken" share the same randomly picked objective.
(+)Haloperidol can be used to cure the "Broken" faster.


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#2
Small suggestion: map needs a public water cooler or two. I had them pop up as a spief with a good reward and I think the only one on the map is in the brig, unless I missed another.
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#3
It seems there are no water coolers, even though spy quests give rewards for them.
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#4
dark...
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#5
i think the madness whale event maybe could use a bigger cooldown, unless the ones that happened in this round i played were admin initiated. i just got done being crazey for a bit then like 5-10 mins later it happened again. and the amount of crew (including sec, very funny) it happens to is A LOT so something about it might need to be toned down. very cool event tho
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#6
id agree that the madness event maybe needs a longer cooldown. some other notes from the round i played (some of which may have been mentioned elsewhere already):
- no gene booth
- no portamed i think? from what i heard
- on the derelict diner west of the station: the tables arent connected, not sure if thats intentional; also, the gift boxes were empty (again maybe intentional)
- the pop was probably higher than the map is really intended for, but it did feel a little cramped in the halls at times. unsure if much wiggle room exists to remedy that. as much as i like extensive maints for exploration, they are pretty significant here, and it might be worth taking some of that space.
- water coolers would be nice, as others mentioned

overall looove this map and im looking forward to getting to play around with it unique features like the plasma and jellyfish (and actually getting hit with madness)
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#7
I feel like medbay should have some way to identify madness? using halo on insane people just doesn't feel great RN
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#8
Couple notes/updates:

- The madness event will probably naturally only spawn 0-1 times per round. It was admin triggered more than once during the tesstmerge for obvious reasons.

- Gene booth is there now!

- More watercoolers have been added!

- The map can't be voted for above 30 pop, and we were definitely above that for the testing. I expect it'll have a pop peak while it's the New Hotness before having a more normal pop level.

Thanks for all the feedback both here and on Discord/Github!
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#9
I think security should have some halo, otherwise they will have to ask medical or auth for tranqs, and either of these may not be possible at extremely low population levels.
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#10
One thing that I've immediately noticed is that Security has no weapons charger anywhere, unless I missed it at a checkpoint or something.
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#11
(04-24-2025, 03:52 PM)aetherbe0rn Wrote: One thing that I've immediately noticed is that Security has no weapons charger anywhere, unless I missed it at a checkpoint or something.

While it lacks the Taser Racks, theres one on the main table. Could use with a few on the walls around Sec elsewhere I feel though!
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#12
the chef doesn't have access to a glass recycler.. big issue imo
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#13
The crematorium is broken. the button for it doesnt work. the AI also couldnt turn it on. Oopsies. but very cool map.
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#14
Amazing map. The madness event has to be seen to be believed, I loved every second of it.
After scouring the map visually, I've noticed that despite having sharkdrones, fishdrones, and the ability to access the NSS polaris Azone, this map does not have the NT reputation officer to turn in circuit boards to!
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#15
Insanely fun to play around with the madness mechanic. Just got out of a round where we all descended upon Jones like sharks. 10/10. My main suggestion would be… a botanical mister somewhere for botany— and also maybe an extra botany gear vendor in maintenance or something. Sharing with more than one botanist starts getting a bit cramped and lacking in supplies fast.
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